this was intended to be a simple walkthrought sample to help someone that ask me to start something with 3DzzD... and I made a little too much, this have also give me a good idea on time constraints... (related to the 4 hours contest proposal), so the source code are available and are very messy as I have to go to work and wanted to bring out something before... (I will clean & optimise later in the week)

It's unplayable IMHO. I'm always dead after a few seconds (plus F5 doesn't work for me). If i'm lucky, i'm seeing an alien in the sky, but it's impossible to aim and shoot at it. The controls are way too sluggish.

It's unplayable IMHO. I'm always dead after a few seconds (plus F5 doesn't work for me). If i'm lucky, i'm seeing an alien in the sky, but it's impossible to aim and shoot at it. The controls are way too sluggish.

could you provide the console output please ? for now, I think about two reasons that could explain why it is unplayable, maybe your fps grow too high/too low or the applet eat too much cpu and mouse/keyboard dont work properly.

It is not that hard to control at 30fps when keyboard and mouse works, so does you really dislike the control or did you think that there is a problem (fps/cpu) when running the applet on your computer ?

It starts up fine, the controls are horrible[1], and I die after a couple of seconds of not seeing anything, and not being able to even figure out how to move. F5 doesn't work unless I first click outside the applet area, so I guess there's no way of restarting the game from within the game. I never saw any aliens.Other than that, it reminds me a lot of your 3dzzd tech demos, which are VERY impressive technically.

[1] I know there's really no good way of doing good mouse look without grabbing the cursor, but having the view constantly move around is very annoying and hard to control.

could you provide the console output please ? for now, I think about two reasons that could explain why it is unplayable, maybe your fps grow too high/too low or the applet eat too much cpu and mouse/keyboard dont work properly.

I ran it on a Core2Duo @ 3Ghz, so slowness shouldn't be an issue. It's just that the controls don't feel direct enough. It's more like sliding on ice and aiming at something is like trying to hit something on that ice while sliding around at full speed with no brakes...i hope you get the idea...

I guess it's possible to get used to it. I'd like a "dead zone" in the middle though, where the view is totally still. Like, for example, as long as the mouse is within a 32 pixel radius of the center of the screen.

Pretty fun, although a little difficult to begin with. However, if you scan the sky frantically while waiting for the next alien to appear, you stand a better chance of surviving a little longer, I find.

If you were planning to develop it further, I would say that a few more damage particles would be nice, since it takes several hits (3?) to kill an alien, it would be helpful to see that you are indeed hitting it (and damaging it) when you shoot at it.

- better alien 3d model- alien fall vertically, move slower and only require two bullets to be killed- auto-respawn after 5 second (pseudo one...)- better user controls, control have been made independant of frame rate (thank to thijs)

I did not release this sample source code as I did not finish review of it and it is still dirty,messy, unreadable, bad practice and more...

Hardware mode is available by pressing H key

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I ran it on a Core2Duo @ 3Ghz, so slowness shouldn't be an issue. It's just that the controls don't feel direct enough. It's more like sliding on ice and aiming at something is like trying to hit something on that ice while sliding around at full speed with no brakes...i hope you get the idea...

I see, is that better now ?

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I guess it's possible to get used to it. I'd like a "dead zone" in the middle though, where the view is totally still. Like, for example, as long as the mouse is within a 32 pixel radius of the center of the screen.

good idea about a dead zone, maybe with a non-linear it will be even better, like speed=k*mousepos² rathen than k*mousepos, maybe...

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Pretty fun, although a little difficult to begin with. However, if you scan the sky frantically while waiting for the next alien to appear, you stand a better chance of surviving a little longer, I find.

hehe, it will help less now, aliens are now falling vertically

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If you were planning to develop it further, I would say that a few more damage particles would be nice, since it takes several hits (3?) to kill an alien, it would be helpful to see that you are indeed hitting it (and damaging it) when you shoot at it.

It runs very well on both of my machines (celeron M 1.5, E8400), although the control is a little bit hard. I didn't notice any difference between softeware and hardweremodes, or could it be that i was running at the software mode all the time? I did receive the warning window after pressing "H".

It runs very well on both of my machines (celeron M 1.5, E8400), although the control is a little bit hard. I didn't notice any difference between softeware and hardweremodes, or could it be that i was running at the software mode all the time? I did receive the warning window after pressing "H".

hum.. depending on GPU : software and hardware images can be very very similar, sometimes it is hard to see any differences . the biggest difference is that in hardware mode there is no ambiant (some things become completly black as some part of the wall in wood that is all around).

The mouse movement I find a little annoying.The game I find can freeze up a few secs randomly.Jump is a little buggy, that you can fall through the ground, also you can jump on top of buildings.Are the windows meant to be colourful?

I have some problems with the arrow keys too on my EEEPC with the default Linux installation. They do work sometimes, but most of the time, pressing the keys doesn't do anything.Switching to hardware mode is also impossible, because you are usually dead before hardware mode has been initialized. I still think that this game is close to unplayable, at least for me. I would be better if the bots wouldn't head directly towards the player no matter what he does. What about making them shoot at the player from a distance instead of letting them run directly into the player?

I have some problems with the arrow keys too on my EEEPC with the default Linux installation. They do work sometimes, but most of the time, pressing the keys doesn't do anything.Switching to hardware mode is also impossible, because you are usually dead before hardware mode has been initialized. I still think that this game is close to unplayable, at least for me. I would be better if the bots wouldn't head directly towards the player no matter what he does. What about making them shoot at the player from a distance instead of letting them run directly into the player?

you are absolutly right, but this was firstly intended to be a test, I will invastigate more on keyboard issue when I will come back. About robot you are right too, they are not enought intelligent and giving them a lazer could be a cool stuff. anyway this is still a WIP and as I do a lot of WIP in the same time I lack of time ....

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I guess I have the same problem as gouessej; arrow keys do not work. Mouse work fine, though. WinXP, Java 6u7

api news:- remove a bug on 3ds loader : was throwing an exception when mesh version was 2 (blender and some other export 3ds V2, 3dsmax export V3)- remove a bug on 3ds loader : camera fov was not properly loaded with keyframer- remove a bug when calculate frustrum culling with camera FOV- remove FPS limiter as it was bugged.